Battlefield 1 hit simulation

Hello all.
I am trying to write a python script simulating different scenarios for several weapons and chances to get a kill for each one. There was a thread about the BF1 hitbox here. I was instructed, as the thread was quite old to open a new one if I wanted info about the subject.

So my questions are:

Which are the hitbox areas' multipliers for other classes' weapons (Assault, Medic, Support)?

What is the complete table of positions of the 'capsules'?

Of course if someone could point me to how I can find this information by myself, it would be great.

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:

Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Thanks guys.
@Miffyli: Do we know that the common area/volume between the capsules is shared or that is your estimation (dropbox pics)?

I took the numbers from link Zer0Cod3x when I made those images, but I did a bad and did not write up notes . So going with real-time hunch here:

At line 84 of DefaultBoneSoldierCollisionÂ¹ you have array of BoneCollisionData objects.
Each of these objects seem to contain name of the bone, the capsule dimensions (radius, length) of capsule used and the transformation matrix. trans::Vec3 representscapsule's starting point relative to soldier locationÂ², and forward::Vec3 is an unit vector representing capsule's direction.

Example:

Source code

Place the starting point of capsule at [0,0,1] (trans), and second point at [0,1,1] (\( trans + forward \cdot CapsuleLength \)). Now draw the capsule of radius CapsuleRadius like shown in this image by leptis.

(Â¹): Not guaranteed to be the actual data used in game, could be overwritten somewhere.
(Â²): Do not cite on me this one, but this is how I recall it.

Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:

3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.

@Miffyli:
I wasn't clear enough. I get the same 'results' as you for the 2D/3D representation of the capsules. The thing is that there are overlapping areas. In your images, you split the common area equally between the 2 capsules (for example upper and lower torso or upper torso and head). Do we know if this is correct, of perhaps one of the 2 capsules takes precedence when a hit occurs. I would try to see what happens in an empty server, but I don't think I could be accurate enough to distinguish between the capsules.

Ah yes. I can not say with certainty, but I would imagine it takes the damage multiplier from fix bodypart hit of the overlapping ones. However they could indeed have some ranking, e.g. take largest damage of all bodyparts hit.

Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:

3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)